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Sure. DOS1 had a two-three year development cycle. DOS2 had a two-three year dev cycle. Pillars of Eternity had a three year dev cycle. PoE2 had a three year dev cycle. Wasteland 3 had about a three year development cycle. Kingmaker and Wrath had about a two to three year development cycle if you take into account the games weren't really playable until about a year of patches. The Witcher 3 had about a three year dev cycle. Dark Souls 3 had a two to three year dev cycle.
You are lumping everything together here and ignoring team sizes, locations - which makes a huge difference, as different places have different work cultures, for example I wouldn't like to slave myself away for CDProject or any Japanese developer -, that tiny little pandemic going on if you haven't noticed, complexity of the games (seems to me BG3 might be the most complex of all of these), ...
Not claiming that they aren't being somewhat slow and wasting some time, but come on.
Sure. DOS1 had a two-three year development cycle. DOS2 had a two-three year dev cycle. Pillars of Eternity had a three year dev cycle. PoE2 had a three year dev cycle. Wasteland 3 had about a three year development cycle. Kingmaker and Wrath had about a two to three year development cycle if you take into account the games weren't really playable until about a year of patches. The Witcher 3 had about a three year dev cycle. Dark Souls 3 had a two to three year dev cycle.
Complexity?
Complexity is a game with dozens of races, dozens of classes, thousands of spells and lots and lots of eqquipments. This game is low level with the simplest D&D ruleset ever.
Complexity?
Complexity is a game with dozens of races, dozens of classes, thousands of spells and lots and lots of eqquipments. This game is low level with the simplest D&D ruleset ever.
Yes, complexity. Most quests have a multitude of ways to solve them and there's quite a few ways to progress with lots of optional & hidden content. I got about 100 hours out of the early access and I didn't even do any of the evil paths or side with the goblins at all.
I wouldn't be surprised if most people didn't find any of the hidden underdark stuff. Hell, you can technically "finish" the EA without even entering the underdark and it has just as much content as the above-ground areas.
Sure. DOS1 had a two-three year development cycle. DOS2 had a two-three year dev cycle. Pillars of Eternity had a three year dev cycle. PoE2 had a three year dev cycle. Wasteland 3 had about a three year development cycle. Kingmaker and Wrath had about a two to three year development cycle if you take into account the games weren't really playable until about a year of patches. The Witcher 3 had about a three year dev cycle. Dark Souls 3 had a two to three year dev cycle.
You are lumping everything together here and ignoring team sizes, locations - which makes a huge difference, as different places have different work cultures, for example I wouldn't like to slave myself away for CDProject or any Japanese developer -, that tiny little pandemic going on if you haven't noticed, complexity of the games (seems to me BG3 might be the most complex of all of these), ...
Not claiming that they aren't being somewhat slow and wasting some time, but come on.
Two of those exampled included Larian (French). Two of those examples are for Obsidian (American). One of those examples is for Inxile (American). Two of those examples are for Owlcat (Russian). Obsidian is not really a large studio. Owlcat was a medium sized studio during the development of both Kingmaker and Wrath. Larian is a medium to large sized studio. Inxile is a medium sized studio. Other than perhaps Fromsoft, all of those examples are comparable. Also, the example of Larian's previous games show that you really can't discount my examples.
tiny little pandemic
Work on computers is something that can be done at home. Tech enabling online meetings instead of face-to-face meetings has been around for a couple decades. So not really an excuse for this line of work.
complexity of the games (seems to me BG3 might be the most complex of all of these)
In terms of the ruleset, the Pathfinder games are more complex than BG3. Those games has more than 20 classes and 3 subclasses in Kingmaker, 7 in Wrath. Classes and abilities don't take very long to develop if you already have packages and animations to do everything. Larian likely does. The only additional complexity that BG3 can have from the actual gameplay part is maybe some of the physics and barrelmancy stuff which is ripped directly from DOS2 (so not much that actually has to be done). The ruleset of Wasteland 3 and Pillars are probably more complex as well. Maybe the only thing that might be slowing them down is their reactivity stuff. But based on past history and other games you could compare to including Wasteland 3 and WotR, it shouldn't be than much more complicated. The writing style in BG3 is more terse so even if they have more reactivity, that won't take away from it. What would slow them down would be more along the lines of scripting and cutscenes. But they're mocapping everything so animation shouldn't be too difficult. The only thing that might be a constraint there is voice acting. But that's just a funding and time spent in studio problem and can be done independently of the other aspects of development. It really doesn't take much away from it.
Sure. DOS1 had a two-three year development cycle. DOS2 had a two-three year dev cycle. Pillars of Eternity had a three year dev cycle. PoE2 had a three year dev cycle. Wasteland 3 had about a three year development cycle. Kingmaker and Wrath had about a two to three year development cycle if you take into account the games weren't really playable until about a year of patches. The Witcher 3 had about a three year dev cycle. Dark Souls 3 had a two to three year dev cycle.
You are lumping everything together here and ignoring team sizes, locations - which makes a huge difference, as different places have different work cultures, for example I wouldn't like to slave myself away for CDProject or any Japanese developer -, that tiny little pandemic going on if you haven't noticed, complexity of the games (seems to me BG3 might be the most complex of all of these), ...
Not claiming that they aren't being somewhat slow and wasting some time, but come on.
Two of those exampled included Larian (French). Two of those examples are for Obsidian (American). One of those examples is for Inxile (American). Two of those examples are for Owlcat (Russian). Obsidian is not really a large studio. Owlcat was a medium sized studio during the development of both Kingmaker and Wrath. Larian is a medium to large sized studio. Inxile is a medium sized studio. Other than perhaps Fromsoft, all of those examples are comparable. Also, the example of Larian's previous games show that you really can't discount my examples.
tiny little pandemic
Work on computers is something that can be done at home. Tech enabling online meetings instead of face-to-face meetings has been around for a couple decades. So not really an excuse for this line of work.
complexity of the games (seems to me BG3 might be the most complex of all of these)
In terms of the ruleset, the Pathfinder games are more complex than BG3. Those games has more than 20 classes and 3 subclasses in Kingmaker, 7 in Wrath. Classes and abilities don't take very long to develop if you already have packages and animations to do everything. Larian likely does. The only additional complexity that BG3 can have from the actual gameplay part is maybe some of the physics and barrelmancy stuff which is ripped directly from DOS2 (so not much that actually has to be done). The ruleset of Wasteland 3 and Pillars are probably more complex as well. Maybe the only thing that might be slowing them down is their reactivity stuff. But based on past history and other games you could compare to including Wasteland 3 and WotR, it shouldn't be than much more complicated. The writing style in BG3 is more terse so even if they have more reactivity, that won't take away from it. What would slow them down would be more along the lines of scripting and cutscenes. But they're mocapping everything so animation shouldn't be too difficult. The only thing that might be a constraint there is voice acting. But that's just a funding and time spent in studio problem and can be done independently of the other aspects of development. It really doesn't take much away from it.
You don't have to go to your office. There was also a three to six month news cycle of certain countries already doing lockdowns long before others. Any guy could see it coming from a mile away. I repeat. No excuses.
You don't have to go to your office. There was also a three to six month news cycle of certain countries already doing lockdowns long before others. Any guy could see it coming from a mile away. I repeat. No excuses.
Moving from office-based to entirely work at home is not something that happens overnight.
You might have noticed that essentially every major developer has been delaying their games(more than usual) lately. https://www.ign.com/articles/video-game-delays-2021
You don't have to go to your office. There was also a three to six month news cycle of certain countries already doing lockdowns long before others. Any guy could see it coming from a mile away. I repeat. No excuses.
You don't have to go to your office. There was also a three to six month news cycle of certain countries already doing lockdowns long before others. Any guy could see it coming from a mile away. I repeat. No excuses.
Yep. My boss said that after we moved to work from home, we got a lot of productivity and way less costs from the company(no more renting a place, no more paid transportation as is required by law in my country, no more PC maintenance, no more security cameras and etc. And workers produced more since they have less distractions and the workers are more satisfied cuz not having to waste time going to the office means more "free time". "but distractions, you keep using rpgcodex while working", only when I'm doing a thing like running a script, running tests and so on. Time that in office would be spend doing nothing.